Every dragon family should also have a dedicated polymorph spell chain!
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Form of the Drake I
School transmutation (polymorph); Level alchemist 5, arcanist/sorcerer/wizard 5, druid 6, magus 5, shaman 6, witch 6
Casting Time 1 standard action
Components V, S, M (a scale of the drake type you plan to assume)
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw see text; Spell Resistance no
You become a Small or Medium drake. You gain darkvision 60 ft., low-light vision, a breath weapon, and either resistance to one form of energy or some other bonus. In addition, if the form you assume has any of the following abilities, you gain the listed ability: 1 bite (1d4 if Small, 1d6 if Medium), burrow 20 ft., camouflage, 2 claws (1d3 if Small, 1d4 if Medium), climb 20 ft., constrict, fly 60 ft. (average), fogvision, grab, greensight 60 ft., hold breath, poison, pounce, scent, swim 60 ft., snow vision, speed surge, a sting (1d3 if Small, 1d4 if Medium), 1 tail slap (1d4 if Small, 1d6 if Medium), woodland stride. Your breath weapon and resistance depend on the type of drake. You can only use the breath weapon once per casting of this spell. All breath weapons (except where indicated) have the form of balls that explode at a range of 40 feet and deal 4d8 points of damage in a 10-foot spread, allowing a Reflex save for half damage.
Small drake: If the form you take is that of a Small drake, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.
Medium drake: If the form you take is that of a Medium drake, you gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, and a +4 natural armor bonus.
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Drake Type |
Additional Abilities |
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Coral |
15-foot cone of piercing, +4 bonus on saves vs. poison |
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Desert |
Electricity, electricity resistance 20 |
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Elemental |
Acid, cold, electricity, or fire*, resistance 15 to the same type of energy |
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Ether |
Ether bite (no breath weapon), spell resistance equal to 13 + the spell’s level |
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Fire |
20-foot cone of fire, fire resistance 30, vulnerability to cold |
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Flame |
Fire, fire resistance 30, vulnerability to cold |
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Forest |
Acid, acid resistance 20 |
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Frost |
Cold, cold resistance 20, vulnerability to fire |
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Ice |
20-foot cone of cold, cold resistance 20, vulnerability to fire |
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Jungle |
Predatory grab (no breath weapon), +4 bonus on saves vs. poison |
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Lava |
Fire, fire resistance 20, vulnerability to cold |
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Mist |
Bludgeoning, misty camouflage |
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Rift |
Acid, acid resistance 20 |
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River |
Acid, acid resistance 20 |
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Salt |
20-foot cone of slashing, fast healing 2 |
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Sea |
Electricity, electricity resistance 20 |
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Shadow |
Cold, cold resistance 20 |
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Spire |
Negative energy, +4 bonus on saves against negative energy effects, curses, and energy drain |
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Star |
Cold or fire*, resistance 15 against the same type of energy |
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* Choose one when casting the spell.
Form of the Drake II
School transmutation (polymorph); Level alchemist 6, arcanist/sorcerer/wizard 6, druid 7, magus 6, shaman 7, witch 7
This spell functions as form of the drake I except that it also allows you to assume the form of a Tiny or Large drake. You gain darkvision 60 ft., low-light vision, a breath weapon, and resistance to one form of energy or some other bonus. In addition, if the form you assume has any of the following abilities, you gain the listed ability: amphibious, aquatic adaptation, 1 bite (1d4 if Small, 1d6 if Medium), burrow 20 ft., camouflage, 2 claws (1d3 if Small, 1d4 if Medium), climb 20 ft., constrict, fly 60 ft. (average), forceful bite, fogvision, grab, greensight 60 ft., hold breath, lifesense 60 ft., magma shake, poison, pounce, predatory grab, scent, shadow blend, swim 60 ft., snow vision, speed surge, a sting (1d3 if Small, 1d4 if Medium), 1 tail slap (1d4 if Small, 1d6 if Medium), tremorsense 30 ft., woodland stride. You can only use the breath weapon once per casting of this spell.
Tiny drake: If the form you take is that of a Tiny drake, you gain +8 size bonus to your Dexterity, and a +3 natural armor bonus.
Large drake: If the form you take is that of a Large drake, you gain a +6 size bonus to your Strength, +4 size bonus to your Constitution, and a +6 natural armor bonus. Your breath weapon deals 6d8 points of damage (Reflex save allowed for half damage) and increases its range by 20 feet; ball breath weapons also increase their spread to 20 feet.